DESIGN, INNOVATION, AND EMOTIONAL EXPERIENCE IN …€¦ · (MUVE s), such as Second Life (SL),...
Transcript of DESIGN, INNOVATION, AND EMOTIONAL EXPERIENCE IN …€¦ · (MUVE s), such as Second Life (SL),...
DESIGN, INNOVATION, AND EMOTIONAL EXPERIENCE IN
VIRTUAL WORLDS.............................................................................................................................................................................................
R. ATES GURSIMSEK, M.Sc.
PhD
Fellow
Roskilde
University, CBIT
α. ABOUT β. PREVIOUS
RESEARCH γ. PROPOSED
RESEARCH
δ. SANDBOXES ε. THANKS &
THINGS
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R. ATES GURSIMSEK, M.Sc.
BACHELOR OF INDUSTRIAL DESIGN Middle East Technıcal Unıversıty, Ankara
M.Sc. IN INDUSTRIAL DESIGN
Istanbul Technıcal Unıversıty, Istanbul
α.
ABOUT
“TORINO 2008 WORLD DESIGN CAPITAL INTERNATIONAL
SUMMER SCHOOL: DESIGNING CONNECTED PLACES”
(active welfare) (july, 2008)
10TH INTERNATIONAL “DESIGN FOR CULTURAL HERITAGE” WORKSHOP
EMRE SENAN DESIGN FOUNDATION(izmir. june, 2008)
α.
ABOUT
•
Dutch Design Week (XXI Magazine, Nov. 2005) (with
Odul AKYAPI
GURSIMSEK)
•
Future Directions in Product Semantics:
New Medıa Objects and Cyberspace (Design and Semantics of Form and Movement Conference, Northumbria University, Newcastle -
UK, Nov. 2005)
•
Tasarım ve Anlam Üzerıne Yenı
Yönelımler: Etkileşim
Tasarımı
ve
Yeni
Medya
(3rd National Design Congress, ITU Taşkışla
TR, June 2006)
•
"Interfaces of the Real": Semantic Discourse on Object and Consumption in Interactive Product Design (EAD07 Dancing with Disorder: Design, Discourse, Disaster. 7th International Design Conference, European Academy of Design and Izmir University of Economics, Izmir -
TR, April 2007)
•
"Cyberspace and Virtual Environments as Contemporary Realms of Symbolic Exchange": Mediatization
of Self-Identification in Post-
Industrial Society (Transforming Audiences Conference, Westminster University, London -
UK, Sept. 2007)
β. PREVIOUS
RESEARCH
CULTURAL INTERACTION THROUGH VIDEO GAMES: ANALYSIS OF
PLAYSTATION CAFÉS IN ISTANBUL AS CONTEMPORARY SOCIAL
COLLECTIVES(Metıs Publications. awaiting)
AUGMENTED SPACES AND TRANSFORMING SPATIAL
EXPERIENCE(Design Research Society 2009)
β. PREVIOUS
RESEARCH
DESIGN FOR THE VIRTUAL WORLD * :
USER-DRIVEN INNOVATION IN
SECOND LIFE AND THE
ROLE OF DESIGN IN
MULTI USER V IRTUAL ENVIRONMENTS
γ. PROPOSED
RESEARCH
γ. PROPOSED
RESEARCH
γ. PROPOSED
RESEARCH
With
Multiuser Virtual
Environments
(MUVE s), such as Second Life
(SL), individuals are provided
with
more comrehensive
means of experiencing the online space.
Gordon
and
Boo
(2008) categorize
the
four
characteristics
that
draw
us ınto
vırtual
worlds
as:
"immersion,
group formation,
constructive ownership and
imaginative playfulness."
γ. PROPOSED
RESEARCH
Recent reports of IGE Ltd, estımate
that almost $1 billion was spent (in RL currency) in 2005 (Hof, 2006). According to Warren Ellis’
Reuters Report in January 2007, the average money (in US Dollars) spent in one day
in Second Life exceeds $1,600,000.00 ($1,689,143 in Jan. 4, 2007) (Ellis, 2007).
γ. PROPOSED
RESEARCH
Several large global companies, such as IBM, Nike, Cisco, and Wal-Mart have already launched their virtual branches (Hof, 2006; Kremen, 2007) and working on ideas on how to develop new methods for their operations in management, marketing, and product design (Hof, 2006).
γ. PROPOSED
RESEARCH
Most
visitors’
interest in experiencing the physically unachieveable spaces, artifacts, skills and
relations provide designers with a vast market of unsatisfied needs, and possible innovative solutions for the virtual environment.
γ. PROPOSED
RESEARCH
Designers in Second Life capture the demands of their (virtual) customers, introduce new fields of commerce, and offer personalized (and mass produced) artifacts to avatars who are willing to spend money on
their SL looks
and
their
virtual identities.
γ. PROPOSED
RESEARCH
Considering how significant
personalized artifacts and spatial organizations
are in Second Life, I believe it is important to investigate how design affects the user preferences about their representational selves (avatars), the spaces to which they feel attached, and their social positionings
in the virtual community.
δ.
SANBOXES & USER DRIVEN INNOVATION
SANDBOXES are
building
zones
in which
various
users
can design,
produce
and
test artifacts, buildings,
animations
etc.
Their
importance
lies
in their
role of enabling user driven innovation, and
help
sustaining
the
growth
of the
virtual
economy
in Second
Life.
δ.
SANBOXES & USER DRIVEN INNOVATION
As public
spaces
for
individuals
to
try
out
building, these
Sandboxes
also
enhance social interaction between members. People
can ask each
other
questions, ask for
help
on specific
subjects, work
together, or
evaluate
each
others’
productions.
δ.
SANBOXES & USER DRIVEN INNOVATION
Involving
efficient
Sandboxes
and
similar
possibilities
for
user
generated
content
would
not only
provide
virtual
worlds
with
many
possibilities
for
future development and
new
contexts
for
online interaction but also
introduce
new methods and tools for design.
O
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δ.
CRITICAL QUESTIONS
What can virtual worlds offer in terms of design methodology, market research, usability, authenticity and innovation?
How does individual entrepreneurship and user-driven innovation possibilities drive the market by answering to existing needs and offering new solutions with new technologies?
How do user-product interactıon and users’ emotional experiences with the artifacts function in Second Life’s social structure?
What can be the new tools & criterias for effective design processes (and products) in Second Life?
Should we categorize Second Life’s designed artifacts as contemporary objects of product design and architecture, or interaction and graphic design? Or both?
δ.
CRITICAL QUESTIONS
What
are
the
ethical
implications
of observing
virtual
communities
in virtual
worlds
?
Thank you…
REFERENCES
Gordon, E. & Koo, G., 2008. Placeworlds: Using Virtual Worlds to Foster Civic Engagement, Space and Culture 2008; 11; 204.
Hof, R.D., 2006. My Virtual Life, BusinessWeek Online, http://www.businessweek.com
/magazine/content/06_18/b3982001.htm, (date of access, 22.09.2008)
Ellis, W., 2007. Second Life Sketches: Two Worlds -
Fame and Infamy, Reuters/Secondlife, http://secondlife.reuters.com/stories/2007/01/05/second-life-sketches-two-
worlds-fame-and-infamy/, (date of access, 22.09.2008)
Kremen, L. 2007. A Second Life for Big Business, Technology Review, http://www.technologyreview.com/read_article.aspx?id=18016, (date of access, 22.09.2008)